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Quyneax

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Everything posted by Quyneax

  1. This pretty much :P. I'm going to merge LTK and Zaap in a bit, hang on. LTK's first post. That's the 3000th post.
  2. It's really fast, 3-hitting a brother is really common. It's just annoying that Ahrim is quite strong even versus Storm of Armadyl, and left-click autocast + needing staff equipped makes Akrisae a pain. I usually just cast storm once, claw, then mage again and hope he dies. Oh, and you can't profit at current Armadyl rune prices. O right, did I get Zaap's permission? Block*. Bad xp, bad effigies, don't need charms, mediocre loot and annoying as hell. Why can't they be cannonable multi and agressive :(. Thanks :). I'll be going for some trimmed reqs (Champion's Challenge, Chompy Bird Hunting, Statue of Dhamaroc, Court Cases, Choc Ices, Temple Trekking, Artisan's Workshop, Making History treasure, Level 5 BA roles etc.). I probably won't go for 5000 Castle Wars games but I want everything else :P. Did you ever notice how many trimmed cape reqs start with a C? Edit: So apparently I'm at just over 48k xp/hr average.
  3. Soloing, the monsters are of a much lower level so the battleaxe's higher raw dps is better than the 2h's higher accuracy. CSB never really make the axe any better or worse. Things like a blood necklace, a pair of gauntlets or boots or an accuracy bracelet all favour the battleaxe. As a sort of guideline, a primal battleaxe always beats a prom 2h if you have a blood neck. A battleaxe of the same tier is really only worth it if you have two or three dps boosters, e.g. neck + gaunts + boots.
  4. I'm pretty sure there isn't one. There wasn't one on release and it isn't listed as feature anywhere.
  5. You can't bank inside a clan citadel. You enter the citadel carrying your effigies, enter the battlefield, stand on the tile, open your effigies, walk away. You need to be a clan member to get to the battlefield though.
  6. Effigy rates are pretty well-known because they aren't too rare, and are extremely valuable to certain players (the efficient data-gathering kind) and also not common enough that it becomes a nuisance to log them (they appear in adventurer's logs, too). Also Vex's theory (which seems to hold) states that effigy rates are based on combat level alone, which makes it really easy to look up the rate for, say, tormented demons and estimate that glacors drop effigies a trifle more often.
  7. Your statistics book no doubt explains the principle of sample size. It basically covers every drop rate/chance thing in RS that isn't well known. Also, lots of people can't be bothered to collect data (and who can blame them). All you need to know to play is that you'll blow up less than 4 handcannons per hour :P. Finally there is a problem with reliable data and with merging logs in different formats. There may be a psychological effect, e.g. the people who get lots of drops get more kills overall, the people with massive dry streaks ragequit, causing all active logs to have a bias towards high drop rates (just an example).
  8. Did a farm run and 6 barrows runs with SoA. 15 runs per hour should be doable once you get a decent routine for Akrisae going. Also, don't mage Ahrim, it's just as fast as melee.
  9. When using battleaxe, note two things: You're strongest versus low defence and You're strongest on crush (no matter what defence). So prioritize zombies, skeletons, all low-level monsters, books etcetera, leave the high-defence forgottens and bats to 2hs/hexes when possible. And be sure to use your csb on forgotten warriors and brutes.
  10. When corping, try to keep setups more or less the same. If one person is hitting much more they'll be targeted more as well, which causes uneven brew consumption and a lot of unneccesary trading/dropping of brews. If you are using powerful specials (swh, bgs) to lower defence, use a fire cape and berserker (i). If you're using weaker specials (darklight, bone dagger) use Ardougne cloak 3/4. SWH probably isn't worth using due to the cost. Karil's or Virtus etc., otherwise max melee offence w/ zspear.
  11. To elaborate on this, no reason not to use a handcannon if you have an adze.
  12. Be aware that waterfiends are more of a high-level monster than a low-level monster. Ancient cavern fiends rely tremendously on your primary melee damage output because they are in single-combat and can't be cannoned. They have high defence and with two attack styles they are pretty accurate. Chaos tunnels waterfiends are even more of a deadly affair and you shouldn't consider them until you have turmoil, iron titan and 110+ melees (including potions). There are few to no bots at waterfiends. You should use a Saradomin sword, elite void melee, fury, max strength bonus you can manage with those (fire cape etc.) and pray protect from ranged and piety at all times. Use super attack and strength potions, keep your levels nice and high. Use as much renewable healing as you can, e.g. bunyip, Enhanced Excalibur etc. If your staying power is not determined by how many boosting/prayer potions you can carry, I wouldn't recommend doing waterfiends. If you have money you can look into bursting or barraging for your bunyip.
  13. Even steel titans die in ~45 minutes :P. You can save some health by attacking any waterfiends that focus on your familiar. Waterfiends with wolpertinger should be about 130-140 crimson charms per hour off-task. Wyverns should be around the same number. Waterfiends with an iron titan becomes 170+ charms per hour.
  14. Tips are limited to: use whip if not rapier, piety if not turmoil, bunyip if not titan, carry additional food and hope for the best. You need to be a lot more perfect without soul split to last as long as you could easily with soul split.
  15. "just the ones that i will get the most benefit from ovling" As stated in the OP. Your list is not the list of tasks (worth doing) that gain the most from overloading. You listed some things that are definitely worse to use overloads on (with limited supply) than other ones you listed.
  16. Well you can assume 100% loss, minus the amount you'll actually use. The worst you can lose is 100%, the least you can use is when you use all potions up and value them equal to their super counterparts. I think it's reasonable to assume overloads are worth something like 4-5k per dose given their power, which means about 2200 xp for 39k expenses, getting you about 25k total cost for 2200 xp. Which is really very cheap.
  17. Spectres but not black dragons...? Greaters (in Kuradal's, can't overload in the wilderness) but not dark beasts...? Dagganoth but not ice strykewyrms...? Jad tasks at all...? There's some good reasons to not overload the tasks you mentioned.
  18. At that time per run, then yeah, lose the Guthan's, add some super pots, and heal with monks at the monastry or w/e, probably cheaper :P.
  19. 25 gp/xp for over 1m herblore xp/hr... If you have overloads anyway, you might as well use them. Powerslaying does not profit.
  20. I'm curious how many chests you can loot per hour?
  21. I'm 100% sure of that - I tried it myself. The make-all option only counts items currently in your inventory, e.g. 13 sets of pots + seconds, then sets make-x to that. It also counts items in your beast of burden for the purpose of altaring bones, but when I used my yak smithing adamant platebodies it didn't count it as 11 plates total.
  22. Quyneax replied to Polnar's topic in Help and Advice
    Can't you get one from that boy by Al Kharid's north gate?
  23. CLS is the best at wyverns, certainly. I suppose it'd be a decent source of money as well.
  24. 15/13 has the disadvantage that you will make 13 potions, then have to reclick to make the last 1-2. Usually that doesn't work out to be faster than 14/14.
  25. 1) Yes I believe it does. 2) There's quite a few clans that have no entry requirement, I'd go look one up.

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